Search Results

Search found 19425 results on 777 pages for 'output clause'.

Page 9/777 | < Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >

  • What is the purpose of the "non-endorsement clause" in the New BSD license?

    - by Joey Adams
    Note: This question is not about the "obnoxious BSD advertising clause". The New BSD license does not contain that clause, and is compatible with the GPL. I'm trying to pick between the New BSD license and the MIT license for my own projects. They are essentially identical, except the BSD license contains the following clause: Neither the name of the <organization> nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. Why would anyone want to use this clause? What's wrong with gaining some notoriety if someone makes a well-known piece of software using your code? Also, wouldn't dictating what users can and cannot do with your given name fall outside the domain of intellectual property?

    Read the article

  • Tessellation Texture Coordinates

    - by Stuart Martin
    Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer. I'm currently implementing a tessellation system for a terrain model, but i have reached a snag. My current system produces a terrain model from a height map complete with multiple texture coordinates, normals, binormals and tangents for rendering. Now when i was using a simple vertex and pixel shader combination everything worked perfectly but since moving to include a hull and domain shader I'm slightly confused and getting strange results. My terrain is a high detail model but the textured results are very large patches of solid colour. My current setup passes the model data into the vertex shader then through the hull into the domain and then finally into the pixel shader for use in rendering. My only thought is that in my hull shader i pass the information into the domain shader per patch and this is producing the large areas of solid colour because each patch has identical information. Lighting and normal data are also slightly off but not as visibly as texturing. Below is a copy of my hull shader that does not work correctly because i think the way that i am passing the data through is incorrect. If anyone can help me out but suggesting an alternative way to get the required data into the pixel shader? or by showing me the correct way to handle the data in the hull shader id be very thankful! cbuffer TessellationBuffer { float tessellationAmount; float3 padding; }; struct HullInputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; }; struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; struct HullOutputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; float4 depthPosition : TEXCOORD2; }; ConstantOutputType ColorPatchConstantFunction(InputPatch<HullInputType, 3> inputPatch, uint patchId : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("ColorPatchConstantFunction")] HullOutputType ColorHullShader(InputPatch<HullInputType, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; output.position = patch[pointId].position; output.tex = patch[pointId].tex; output.tex2 = patch[pointId].tex2; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; output.binormal = patch[pointId].binormal; return output; } Edited to include the domain shader:- [domain("tri")] PixelInputType ColorDomainShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<HullOutputType, 3> patch) { float3 vertexPosition; PixelInputType output; // Determine the position of the new vertex. vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.position = mul(float4(vertexPosition, 1.0f), worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); output.depthPosition = output.position; output.tex = patch[0].tex; output.tex2 = patch[0].tex2; output.normal = patch[0].normal; output.tangent = patch[0].tangent; output.binormal = patch[0].binormal; return output; }

    Read the article

  • Sorting Algorithm : output

    - by Aaditya
    I faced this problem on a website and I quite can't understand the output, please help me understand it :- Bogosort, is a dumb algorithm which shuffles the sequence randomly until it is sorted. But here we have tweaked it a little, so that if after the last shuffle several first elements end up in the right places we will fix them and don't shuffle those elements furthermore. We will do the same for the last elements if they are in the right places. For example, if the initial sequence is (3, 5, 1, 6, 4, 2) and after one shuffle we get (1, 2, 5, 4, 3, 6) we will keep 1, 2 and 6 and proceed with sorting (5, 4, 3) using the same algorithm. Calculate the expected amount of shuffles for the improved algorithm to sort the sequence of the first n natural numbers given that no elements are in the right places initially. Input: 2 6 10 Output: 2 1826/189 877318/35343 For each test case output the expected amount of shuffles needed for the improved algorithm to sort the sequence of first n natural numbers in the form of irreducible fractions. I just can't understand the output.

    Read the article

  • Cron prepending filename to script output

    - by Caitifty
    I'm having an issue with unwanted lines being added to files output by a cron job. I have a script in /etc/cron.hourly which selects some data from a mysql database and saves it in a text file in /var/www. When I run the script as root, it does exactly what I expect it to do. When the script is executed by cron, it creates the same file, but prepends the following three lines at the top of the output file: :::::::::::::: /var/www/outputfilename :::::::::::::: I can't for the life of me work out how to stop this unwanted behavior. The line in /etc/crontab for cron.hourly is the default "44 * * * * root cd / && run-parts --report /etc/cron.hourly". If I use su to change to being root and do "cd / && run-parts --report /etc/cron.hourly" the script runs as expected and the output doesn't have the mysterious additional 3 lines. I've also tried removing the --report flag from the run-parts command in case that was somehow connected, but no joy. Finally, perusing the cron log output in /var/log/syslog just says cron.hourly ran without giving any additional information. Any suggestions on solving this weird problem most welcome..

    Read the article

  • Should I put my output files in source control?

    - by sebastiaan
    I've been asked to put every single file in my project under source control, including the database file (not the schema, the complete file). This seems wrong to me, but I can't explain it. Every resource I find about source control tells me not to put generated output files in a source control system. And I understand, it's not "source" files. However, I've been presented with the following reasoning: Who cares? We have plenty of bandwidth. I don't mind having to resolve a conflict each time I get the latest revision, it's just one click It's so much more convenient than having to think about good ignore files Also, if I have to add an external DLL file in the bin folder now, I can't forget to put it in source control, as the bin folder is not being ignored now. The simple solution for the last bullet-point is to add the file in a libraries folder and reference it from the project. Please explain if and why putting generated output files under source control is wrong.

    Read the article

  • How do you make Python wait so that you can read the output?

    - by anonnoir
    I've always been a heavy user of Notepad2, as it is fast, feature-rich, and supports syntax highlighting. Recently I've been using it for Python. My problem: when I finish editing a certain Python source code, and try to launch it, the screen disappears before I can see the output pop up. Is there any way for me to make the results wait so that I can read it, short of using an input() or time-delay function? Otherwise I'd have to use IDLE, because of the output that stops for you to read. (My apologies if this question is a silly one, but I'm very new at Python and programming in general.)

    Read the article

  • Pixel Shader Giving Black output

    - by Yashwinder
    I am coding in C# using Windows Forms and the SlimDX API to show the effect of a pixel shader. When I am setting the pixel shader, I am getting a black output screen but if I am not using the pixel shader then I am getting my image rendered on the screen. I have the following C# code using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; using System.Runtime.InteropServices; using SlimDX.Direct3D9; using SlimDX; using SlimDX.Windows; using System.Drawing; using System.Threading; namespace WindowsFormsApplication1 { // Vertex structure. [StructLayout(LayoutKind.Sequential)] struct Vertex { public Vector3 Position; public float Tu; public float Tv; public static int SizeBytes { get { return Marshal.SizeOf(typeof(Vertex)); } } public static VertexFormat Format { get { return VertexFormat.Position | VertexFormat.Texture1; } } } static class Program { public static Device D3DDevice; // Direct3D device. public static VertexBuffer Vertices; // Vertex buffer object used to hold vertices. public static Texture Image; // Texture object to hold the image loaded from a file. public static int time; // Used for rotation caculations. public static float angle; // Angle of rottaion. public static Form1 Window =new Form1(); public static string filepath; static VertexShader vertexShader = null; static ConstantTable constantTable = null; static ImageInformation info; [STAThread] static void Main() { filepath = "C:\\Users\\Public\\Pictures\\Sample Pictures\\Garden.jpg"; info = new ImageInformation(); info = ImageInformation.FromFile(filepath); PresentParameters presentParams = new PresentParameters(); // Below are the required bare mininum, needed to initialize the D3D device. presentParams.BackBufferHeight = info.Height; // BackBufferHeight, set to the Window's height. presentParams.BackBufferWidth = info.Width+200; // BackBufferWidth, set to the Window's width. presentParams.Windowed =true; presentParams.DeviceWindowHandle = Window.panel2 .Handle; // DeviceWindowHandle, set to the Window's handle. // Create the device. D3DDevice = new Device(new Direct3D (), 0, DeviceType.Hardware, Window.Handle, CreateFlags.HardwareVertexProcessing, presentParams); // Create the vertex buffer and fill with the triangle vertices. (Non-indexed) // Remember 3 vetices for a triangle, 2 tris per quad = 6. Vertices = new VertexBuffer(D3DDevice, 6 * Vertex.SizeBytes, Usage.WriteOnly, VertexFormat.None, Pool.Managed); DataStream stream = Vertices.Lock(0, 0, LockFlags.None); stream.WriteRange(BuildVertexData()); Vertices.Unlock(); // Create the texture. Image = Texture.FromFile(D3DDevice,filepath ); // Turn off culling, so we see the front and back of the triangle D3DDevice.SetRenderState(RenderState.CullMode, Cull.None); // Turn off lighting D3DDevice.SetRenderState(RenderState.Lighting, false); ShaderBytecode sbcv = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\vertexShader.vs", "vs_main", "vs_1_1", ShaderFlags.None); constantTable = sbcv.ConstantTable; vertexShader = new VertexShader(D3DDevice, sbcv); ShaderBytecode sbc = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\pixelShader.txt", "ps_main", "ps_3_0", ShaderFlags.None); PixelShader ps = new PixelShader(D3DDevice, sbc); VertexDeclaration vertexDecl = new VertexDeclaration(D3DDevice, new[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0), new VertexElement(0, 12, DeclarationType.Float2 , DeclarationMethod.Default, DeclarationUsage.TextureCoordinate , 0), VertexElement.VertexDeclarationEnd }); Application.EnableVisualStyles(); MessagePump.Run(Window, () => { // Clear the backbuffer to a black color. D3DDevice.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); // Begin the scene. D3DDevice.BeginScene(); // Setup the world, view and projection matrices. //D3DDevice.VertexShader = vertexShader; //D3DDevice.PixelShader = ps; // Render the vertex buffer. D3DDevice.SetStreamSource(0, Vertices, 0, Vertex.SizeBytes); D3DDevice.VertexFormat = Vertex.Format; // Setup our texture. Using Textures introduces the texture stage states, // which govern how Textures get blended together (in the case of multiple // Textures) and lighting information. D3DDevice.SetTexture(0, Image); // Now drawing 2 triangles, for a quad. D3DDevice.DrawPrimitives(PrimitiveType.TriangleList , 0, 2); // End the scene. D3DDevice.EndScene(); // Present the backbuffer contents to the screen. D3DDevice.Present(); }); if (Image != null) Image.Dispose(); if (Vertices != null) Vertices.Dispose(); if (D3DDevice != null) D3DDevice.Dispose(); } private static Vertex[] BuildVertexData() { Vertex[] vertexData = new Vertex[6]; vertexData[0].Position = new Vector3(-1.0f, 1.0f, 0.0f); vertexData[0].Tu = 0.0f; vertexData[0].Tv = 0.0f; vertexData[1].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[1].Tu = 0.0f; vertexData[1].Tv = 1.0f; vertexData[2].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[2].Tu = 1.0f; vertexData[2].Tv = 0.0f; vertexData[3].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[3].Tu = 0.0f; vertexData[3].Tv = 1.0f; vertexData[4].Position = new Vector3(1.0f, -1.0f, 0.0f); vertexData[4].Tu = 1.0f; vertexData[4].Tv = 1.0f; vertexData[5].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[5].Tu = 1.0f; vertexData[5].Tv = 0.0f; return vertexData; } } } And my pixel shader and vertex shader code are as following // Pixel shader input structure struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Pixel shader output structure struct PS_OUTPUT { float4 Color : COLOR0; }; // Global variables sampler2D Tex0; // Name: Simple Pixel Shader // Type: Pixel shader // Desc: Fetch texture and blend with constant color // PS_OUTPUT ps_main( in PS_INPUT In ) { PS_OUTPUT Out; //create an output pixel Out.Color = tex2D(Tex0, In.Texture); //do a texture lookup Out.Color *= float4(0.9f, 0.8f, 0.0f, 1); //do a simple effect return Out; //return output pixel } // Vertex shader input structure struct VS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Vertex shader output structure struct VS_OUTPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Global variables float4x4 WorldViewProj; // Name: Simple Vertex Shader // Type: Vertex shader // Desc: Vertex transformation and texture coord pass-through // VS_OUTPUT vs_main( in VS_INPUT In ) { VS_OUTPUT Out; //create an output vertex Out.Position = mul(In.Position, WorldViewProj); //apply vertex transformation Out.Texture = In.Texture; //copy original texcoords return Out; //return output vertex }

    Read the article

  • [iptables] Why do 'iptables -A OUTPUT -j REJECT' at the end of the chain OUTPUT override the previous rules??

    - by Serge
    Those are my IPTABLES rules: iptables -A INPUT -m state --state ESTABLISHED,RELATED -j ACCEPT iptables -A OUTPUT -p tcp --dport 22 -j ACCEPT iptables -A OUTPUT -p udp --dport 22 -j ACCEPT iptables -A OUTPUT -p tcp --dport 80 -j ACCEPT iptables -A OUTPUT -p udp --dport 53 -j ACCEPT iptables -A OUTPUT -p tcp --dport 53 -j ACCEPT iptables -A INPUT -p tcp --dport 80 -j ACCEPT iptables -A INPUT -p tcp -m tcp --dport 22 -m state --state NEW -m recent --set --name DEFAULT --rsource iptables -A INPUT -p tcp -m tcp --dport 22 -m state --state NEW -m recent --update --seconds 180 --hitcount 4 --name DEFAULT --rsource -j DROP iptables -A INPUT -p tcp -m state --state NEW --dport 22 -j ACCEPT iptables -A OUTPUT -j REJECT iptables -A INPUT -j REJECT iptables -A FORWARD -j REJECT Im using a remote ssh conetion to set them up, but after i set: iptables -A OUTPUT -j REJECT My connection get lost. I have read all the documentation for Iptables and i can figure out anything, the global Rejects for INPUT work well because i can access to the web page but i get a timeout for ssh. Any idea? Thanks

    Read the article

  • Digital Audio Output light on on MacBook Pro

    - by Emerson Hsieh
    I don't know if this problem happened when I installed Ubuntu before. Recently I noticed that when I boot Ubuntu, the Digital Audio Output light automatically switches on. Digital Audio Output light on means "Something wrong in the headphone port". Although my headphone is working in Ubuntu. I've heard that the headphone contains some magical "switch" that will fix the light problem. So I poked the headphone port with chopsticks, pens, paper clips, even my finger, and the Digital Audio Output light still stays on. I don't have this problem in OSX. How do I switch the light off?

    Read the article

  • play sound from different applications on different output devices (speakers, headphones)

    - by Mike
    I want music (played e.g. via Audacious) to be played on speaker system, and all other sounds produced by other applications (including ubuntu sound effects) to be played on headphones. My computer has sound connectors at its back, and also connectors on its front panel. When I connect both headphones and speakers, only headphones work (I take it, the front connectors take precedence?). Should I purchase another sound card (in addition to the motherboard-integrated sound I have)? When I go to Audacious output settings, I see only the ouput plugin selection list, with PulseAudio selected and options like ALSA, OSS4 etc. But there's no facility to select particular output device (and I guess it wouldn't magically appear even if I had the second soundcard). Is this at all possible to bind specific application to particular output device?

    Read the article

  • JPQL IN clause: Java-Arrays (or Lists, Sets...)?

    - by Bernd Haug
    I would like to load all objects that have a textual tag set to any of a small but arbitrary number of values from our database. The logical way to go about this in SQL would be to build an "IN" clause. JPQL allows for IN, but it seems to require me to specify every single parameter to IN directly (as in, "in (:in1, :in2, :in3)"). Is there some way to specify an array, or a list (or some other container) that should be unrolled to the values of an IN clause?

    Read the article

  • Hibernate Criteria API equivalent to HQL select clause?

    - by Visus Zhao
    I'd like to have a combined query for two persistent classes. In HQL this could be achieved by the select clause, select new Family(mother, mate, offspr) from DomesticCat as mother join mother.mate as mate left join mother.kittens as offspr In the above example, Family is a conbined class with DemesticCat as its construtor params What is the Criteria equivalent of the HQL select clause ?

    Read the article

  • Problem with LINQ Where Clause

    - by Krishma
    var results = from formNumber in context.DetailTM join c in context.ClaimPeriodTM on formNumber.ClaimPeriod equals c.Cid where formNumber.FormNumber.StartsWith(fNumber) && formNumber.RegistrationNumber != registrationNumber select new { RegNo = formNumber.RegistrationNumber, CP = c.ClaimPeriod, FormNo = formNumber.FormNumber }; The AND CLAUSE with .STARTSWITH Doesn't work. If I use == operator the query works fine. I tried adding brackets to the where clause but it didn't help. Any idea what is missing. Thank you in Advance.

    Read the article

  • The order of a SQL Select statement without Order By clause

    - by Yousui
    As I know, from the relational database theory, a select statement without an order by clause should be considered has not particular order. But actually in SQL Server and Oracle (I've tested on those 2 platforms), if I query from a table without an order by clause multiple times, I always get the results in the same order. Does this behavior can be relied on? Anyone can help to explain a little? Thanks!

    Read the article

  • Getting input and output from a jar file run from java class?

    - by Jack L.
    Hi, I have a jar file that runs this code: public class InputOutput { /** * @param args * @throws IOException */ public static void main(String[] args) throws IOException { boolean cont = true; BufferedReader in = new BufferedReader(new InputStreamReader(System.in)); while (cont) { System.out.print("Input something: "); String temp = in.readLine(); if (temp.equals("end")) { cont = false; System.out.println("Terminated."); } else System.out.println(temp); } } } I want to program another java class that executes this jar file and can get the input and send output to it. Is it possible? The current code I have is this but it is not working: public class JarTest { /** * Test input and output of jar files * @author Jack */ public static void main(String[] args) { try { Process io = Runtime.getRuntime().exec("java -jar InputOutput.jar"); BufferedReader in = new BufferedReader(new InputStreamReader(io.getInputStream())); OutputStreamWriter out = new OutputStreamWriter(io.getOutputStream()); boolean cont = true; BufferedReader consolein = new BufferedReader(new InputStreamReader(System.in)); while (cont) { String temp = consolein.readLine(); out.write(temp); System.out.println(in.readLine()); } } catch (IOException e) { e.printStackTrace(); } } } Thanks for your help

    Read the article

  • Hibernate custom join clause on association

    - by myso
    I would like to associate 2 entities using hibernate annotations with a custom join clause. The clause is on the usual FK/PK equality, but also where the FK is null. In SQL this would be something like: join b on a.id = b.a_id or b.a_id is null From what I have read I should use the @WhereJoinTable annotation on the owner entity, but I'm puzzled about how I specify this condition...especially the first part of it - referring to the joining entity's id. Does anyone have an example?

    Read the article

  • Accessing both stored procedure output parameters AND the result set in Entity Framework?

    - by MS.
    Is there any way of accessing both a result set and output parameters from a stored procedure added in as a function import in an Entity Framework model? I am finding that if I set the return type to "None" such that the designer generated code ends up calling base.ExecuteFunction(...) that I can access the output parameters fine after calling the function (but of course not the result set). Conversely if I set the return type in the designer to a collection of complex types then the designer generated code calls base.ExecuteFunction<T>(...) and the result set is returned as ObjectResult<T> but then the value property for the ObjectParameter instances is NULL rather than containing the proper value that I can see being passed back in Profiler. I speculate the second method is perhaps calling a DataReader and not closing it. Is this a known issue? Any work arounds or alternative approaches? Edit My code currently looks like public IEnumerable<FooBar> GetFooBars( int? param1, string param2, DateTime from, DateTime to, out DateTime? createdDate, out DateTime? deletedDate) { var createdDateParam = new ObjectParameter("CreatedDate", typeof(DateTime)); var deletedDateParam = new ObjectParameter("DeletedDate", typeof(DateTime)); var fooBars = MyContext.GetFooBars(param1, param2, from, to, createdDateParam, deletedDateParam); createdDate = (DateTime?)(createdDateParam.Value == DBNull.Value ? null : createdDateParam.Value); deletedDate = (DateTime?)(deletedDateParam.Value == DBNull.Value ? null : deletedDateParam.Value); return fooBars; }

    Read the article

  • problem with IN clause in SQL

    - by user179056
    Hello, We have observed that there seems to be a maximum number of ids/variables which one can pass in the IN clause of SQL as comma seperated values. To avoid this we are storing all the ids in a table and doing a SELECT within the IN clause. This however means extra database operations to store and retrieve ids. Is there any other way to use IN without SELECT? regards Sameer

    Read the article

  • Measuring ASP.NET and SharePoint output cache

    - by DigiMortal
    During ASP.NET output caching week in my local blog I wrote about how to measure ASP.NET output cache. As my posting was based on real work and real-life results then I thought that this posting is maybe interesting to you too. So here you can read what I did, how I did and what was the result. Introduction Caching is not effective without measuring it. As MVP Henn Sarv said in one of his sessions then you will get what you measure. And right he is. Lately I measured caching on local Microsoft community portal to make sure that our caching strategy is good enough in environment where this system lives. In this posting I will show you how to start measuring the cache of your web applications. Although the application measured is built on SharePoint Server publishing infrastructure, all those counters have same meaning as similar counters under pure ASP.NET applications. Measured counters I used Performance Monitor and the following performance counters (their names are similar on ASP.NET and SharePoint WCMS): Total number of objects added – how much objects were added to output cache. Total object discards – how much objects were deleted from output cache. Cache hit count – how many times requests were served by cache. Cache hit ratio – percent of requests served from cache. The first three counters are cumulative while last one is coefficient. You can use also other counters to measure the full effect of caching (memory, processor, disk I/O, network load etc before and after caching). Measuring process The measuring I describe here started from freshly restarted web server. I measured application during 12 hours that covered also time ranges when users are most active. The time range does not include late evening hours and night because there is nothing to measure during these hours. During measuring we performed no maintenance or administrative tasks on server. All tasks performed were related to usual daily content management and content monitoring. Also we had no advertisement campaigns or other promotions running at same time. The results You can see the results on following graphic.   Total number of objects added   Total object discards   Cache hit count   Cache hit ratio You can see that adds and discards are growing in same tempo. It is good because cache expires and not so popular items are not kept in memory. If there are more popular content then the these lines may have bigger distance between them. Cache hit count grows faster and this shows that more and more content is served from cache. In current case it shows that cache is filled optimally and we can do even better if we tune caches more. The site contains also pages that are discarded when some subsite changes (page was added/modified/deleted) and one modification may affect about four or five pages. This may also decrease cache hit count because during day the site gets about 5-10 new pages. Cache hit ratio is currently extremely good. The suggested minimum is about 85% but after some tuning and measuring I achieved 98.7% as a result. This is due to the fact that new pages are most often requested and after new pages are added the older ones are requested only sometimes. So they get discarded from cache and only some of these will return sometimes back to cache. Although this may also indicate the need for additional SEO work the result is very well in technical means. Conclusion Measuring ASP.NET output cache is not complex thing to do and you can start by measuring performance of cache as a start. Later you can move on and measure caching effect to other counters such as disk I/O, network, processors etc. What you have to achieve is optimal cache that is not full of items asked only couple of times per day (you can avoid this by not using too long cache durations). After some tuning you should be able to boost cache hit ratio up to at least 85%.

    Read the article

  • How to line-wrap console output in NetBeans 6.8?

    - by JRL
    Is there a way to make the console output text wrap based on the actual width of the window? I have limited screen height real estate on my laptop, and so want to have the console window docked on the right rather than the bottom of the window. An option or a plugin is fine, I'm using NetBeans 6.8. If this exists in a newer version of NetBeans, please say so, but I can't install a dev build.

    Read the article

< Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >